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2 years ago ::
Oct 04, 2011 - 2:00PM
#41
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Date Joined:
Mar 26, 2007
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Ugh, no. Dice recharge is quite possibly the single worst-designed mechanic in 4th edition.
I forget, what were the recharge mechanics like in ToB?
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2 years ago ::
Oct 04, 2011 - 2:00PM
#42
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Date Joined:
Jan 28, 2006
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At-Will
Recharge (with a mechanism to, failing a recharge roll, to recharge the power via a sacrifice (healing surges would work).
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2 years ago ::
Oct 04, 2011 - 2:01PM
#43
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No clue, SD, but the recharge bloodied, recharge reliable, and recharge alternating powers work much better than the recharge dice powers.
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2 years ago ::
Oct 04, 2011 - 2:10PM
#44
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Date Joined:
Mar 26, 2007
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1.) the recharge bloodied
2.) recharge reliable
3.) recharge alternating powers
1.) In regards to daily, or encounter?
2.) As in Daily powers are all reliable?
3.) Sounds interesting, would you elaborate.
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2 years ago ::
Oct 04, 2011 - 2:16PM
#45
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They've been replacing the dice recharges on new monsters with different recharge types such as those I listed. So instead of having a "recharge 5" power where it may come up anywhere between 4 and 1 times in the fight, they'll have a recharge bloodied, where it always comes up twice. Or a power that recharges after you save against it, so that the monster can keep using its nasty status effect the whole fight but not lock down the entire team at once if a couple people suck their saves. etc. etc.
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2 years ago ::
Oct 04, 2011 - 2:19PM
#46
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Date Joined:
Mar 26, 2007
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They've been replacing the dice recharges on new monsters with different recharge types such as those I listed. So instead of having a "recharge 5" power where it may come up anywhere between 4 and 1 times in the fight, they'll have a recharge bloodied, where it always comes up twice. Or a power that recharges after you save against it, so that the monster can keep using its nasty status effect the whole fight but not lock down the entire team at once if a couple people suck their saves. etc. etc.
Ah, yes, I've noticed that with newer critters, I thought you were talking about a variant for PCs.
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2 years ago ::
Oct 04, 2011 - 4:06PM
#47
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Part of my problem is I'm pretty flexible as to when the players can take their extended rests. I don't like to say no if it's reasonable, and it's a hassle having to come up with reasons why the rest is interrupted or even decide if I should penalise them for taking an extended rest at a given time. To me, the whole extended rest thing is a pain the butt to manage. 
So it's not really daily powers that are my problem, but the extended rests, but daily powers and extended rests go hand-in-hand.
In the D&D4e campaign I am currently running as DM, the characters have the opportunity to cross between planes with different time streams. As a result of this, I renamed "Encounter" Powers to "Lesser" Powers and "Daily" Powers to "Greater" Powers (and "At-Wills" are "Innate"). Once the Powers are renamed, the DM is free to adjust when recharging occurs as necessary, according to the "environment" of each individual plane (and its relationship to the various power sources). The starting (and therefore "home") plane works according to all of the quirks that are canon in D&D4e (including one of my favorites: diagonal spatial anomalies!). The most extreme case experienced by the characters so far is "one day equivalent to one year", thus an extended rest (six hours) in one frame is equal to a whole season (3 months) in the other, and a short rest (4 minutes) is equal to a day.
Anyway, my point is that once you dispense with "Encounter" and "Daily" as parameters (with the absolute time criteria of short and extended rests for recharging said Powers), while retaining their relative strength (Lesser/Greater), you (the DM) can retain the inherent balance of the Powers within whatever reference frame suits your purposes.
-DS
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2 years ago ::
Oct 04, 2011 - 6:07PM
#48
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Date Joined:
Jun 22, 2010
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I worked out a similar system to allow multiple uses of encounter and daily powers, and included a set recovery rate of 1 healing surge per hour. While in combat, you can re-use a encounter power at the cost of 1 healing surge, and a daily by extending two. I basically wanted to get rid of the extended rest mechanic to recover all your daily powers and healing surges each day. It is far from perfect, but I would like system where resources are managed and gained back over an entire day, and perhaps add in a sleep mechanic to inlfuence the character's skills or combat powers, if they are deprived. This was before Essentials was released and the changes that were made in regards to class structure and AEDU.
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2 years ago ::
Oct 04, 2011 - 6:09PM
#49
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Date Joined:
Dec 11, 2006
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Part of my problem is I'm pretty flexible as to when the players can take their extended rests. I don't like to say no if it's reasonable, and it's a hassle having to come up with reasons why the rest is interrupted or even decide if I should penalise them for taking an extended rest at a given time. To me, the whole extended rest thing is a pain the butt to manage. 
So it's not really daily powers that are my problem, but the extended rests, but daily powers and extended rests go hand-in-hand.
This is funny. Not what you say, and not laughing at you, but in the fact that THIS is exactly what they were trying to stop with the whole power system, that and the healing surges for packing 100 potions with you.
We did it as well, and yet here most of us (in this thread) are trying to find ways to revamp the power system.
Someone said it earlier, and I like the suggestion, recharge daily at milestones. Now in a way, we do this with the whole spending action points, but still, not a bad idea. In short 3 encounter adventures, it still means only one use per adventure, but in (for example) the 15 session adventure we have running now, that's a milestone "almost" every 3 encounters. In this way, the extended rest is really only a storyline aspect now.
Browncoats Unite...
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2 years ago ::
Oct 04, 2011 - 6:29PM
#50
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Date Joined:
Dec 14, 2003
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To be honest, daily powers could go away alltogether. Move weaker at wills to in place of basic attack. Weaker encounter powers become at wills, highest end dailies get toned down and all pushed into encounters. Surges could become an encounter resource solely that after the beginning ofan adventure, you might get -1 to your max surges once you've spent a few to keep things fair. Even better now that two daily mechanics are gone, we can get back to every fight possibly having some serious tension rather than the players assuming the last fight of the day is their best time for a daily or any longer have the ridiculous setup of "the early fights eat up the resources of the party". This is why daily power items were so out of hand at first, and honestly was nly preserved because they weren't ready to do away with "we can't come up with a good thematic/flavor reason you can't spam daily power items/broken consumables, so we'll leave this for the DM and PCs to be P/A with each other for a few years over this simple issue!"
Hey, that reminds me a lot of how monte cook handled Dming!
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